Marvel Heroes: Ms Marvel Skills Analysis

Ms Marvel is in trope terms a “lightning bruiser”. A heavy hitting, durable powerhouse who excels in speed, strength, durability and energy absorption/projection in the comics and only moderately shown this way within the game due to less than stellar scaling, melee frailty and unfriendly melee zones at later levels and terminals.

This post will serve as a center-point to Ms. Marvel changes, gathered opinions and proposed revisions. As a big Carol Danvers fan, I would like to take some time to run through her power trees and discuss some changes and quality of life upgrades for Ms Marvel players in general.

Ms Marvel is one in a handful that suffers from nearly half of her skills being settled as “One Point Wonders” and others which you would think would scale together, but don’t. I won’t bore you with anymore distractions, so let’s get right to the point.

Secondary Resource: Photonic Energy

Carols secondary resource activates upon receiving energy damage. This actually comes from a multitude of sources and some a little harder to believe. A.I.M. energy tech guns would be at the forefront of your mind but believe it or not, Carol gets energy by standing in fire! Yes, fire! There are a few other resources that add to this ever scaling bar but onward to the issues.

Benefit: Minor benefit to synergy with a few of Ms Marvels later skills. Even with a full Photonic Energy resource bar, the drain of it to increase the damage of her abilities is HARDLY noticeable.

Proposed Change: Keep it the same at lower levels, divide the bar into multiple tiers and add multiple effects and increase the damage/benefit bonus per tier. Also, seeing as Carols theme is speed, how about a decent foot/air speed buff?

Power Tree’s, pros and cons and proposed changes.

Brawling

Brawling is Carols melee tree and what a tree it is. Of her three trees, this one is by far the best off in terms of viability and doing what it projects.

Roundhouse Kick: This single move works with the theme of Carol quite well with the knock-back but does not really warrant more than a 1 point investment with it’s low damage and lack of melee synergy(You want to be in enemies faces with Carol, this hampers your goal).

Kree Toughness: One point wonder at it’s core due to terrible scaling and how bad defense is right now. Begins at +44 defense and rises only 5 defense per point. Should be moved down in level requirement.

Proposed Remake: Keep the uppercut and airborne portion, change the beam from a knock back to a 180 degree cone sweep, left to right in front of her along the ground. Carol is primarily single target, this could help with AoE clearing at later levels.

Tier 8

Defiant Escape: One point wonder. It’s good for one click.

Proposed Change: Tough to say, due to PvP imbalance currently. Will update in the future!

Tier 10

Cosmic Haymaker: Boss nuke ability and one of her classic themed abilities, good scaling per rank.

Proposed Change: 2.5% damage/point in Uppercut Blast, extend the range slightly due to melee hit box being off with quite a few enemies. Maybe add a small melee range cosmic burst for a little bit of AoE energy damage.

Photonics

Photonics is as you’ve guessed it, Carols ranged tree with all the ‘pew pew’ cosmic laser shots. It could stand to use a few tweeks here and there and some beam synergy.

Tier 1

Photonic Blast: Standard ranged attack, causes a small explosion on impact. Potentially her best kiting move in terms of sheer spirit cost.

Photonic Devastation: One of Carols signature moves, a classic. Again, like Stellar Beam, no bloody synergies!

Proposed Change: 2.5% damage/point in Stellar Beam. Points in Photonic Blast may cause the end of the beam to emit splash damage, increasing with each point. Points in Photonic Wave will gradually increase the beam width.

Tier 11

Stellar Flare: Decent room sweeper, also good for getting those pesky stragglers off your squishy allies!

Avionics

Carol Danvers has a need for speed. The former jet jockey shows this from her ability to soar and move at great speeds around the battlefield, often circling and flanking her opponents. Also, Ms Marvels weakest tree at the moment.

Tier 2

Flying Lunge: One point wonder. Great spirit cost. Great effect. Terrible damage.

Proposed Change: Potentially small movement speed buff. Over-buffing this ability would potentially break it due to it’s ability to be spammed in rapid succession for such low spirit.

Tier 4

Cruising Altitude: Broken at the moment, as are most travel powers.

Proposed Change: Toggle ability. Allow Crashdown Strike to be used while this ability is active and cancel its effect.

Proposed Change: 2.5% damage/point in Photonic Blast, Stellar Beam, Photonic Devastation. Increased animation speed and widen the gap flown backwards. Carol is at home in the air and she’s difficult to keep locked down.

Tier 8

Warbird Charge: Debatable. Does okay damage but the knock-back effect spreads groups out and is mildly annoying.

Proposed Change and Rework: Knock up instead of knock back. The first enemy on contact should receive increased damage and be carried forward with the flying tackle. Collision damage added for tackling through crates, barrels or into walls.

Tier 10

Crashdown Strike: Cannot be more of a signature skill for Carol! Decent damage. Good effect. Spirit cost is too high.

Ultimate Power

Binary form in my honest opinion is a pretty good ultimate compared to some of the others thrown into the game. If there were to be any changes added to it, it might need some slight percentage upgrades.

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